View Full Version : Evil Reincarnated
Lord Vipes
10-09-2007, 05:49 PM
It will be a Total-Conversion
Locations:
U.N.S.A (United Nations Space Association), Europa's surface, Hell
Basic Story:
U.N.S.A just "found out" that on of their main headquarters, on Europa that something happened to the crew. U.N.S.A. hired an elite marine team to check things out. As soon as they were reaching Mars, their Hawkin was shot down by the defense grid. With the pilot severely wounded, and the mechanic dead the only choice they had was to go in. The hanger doors opened, and Viper Squadron went in. The power fluxurated as soon as the hanger doors closed and locked. The power failed and all that was heard was the screaming of your comrades and the screeching of an unknown intenty. The power came on and there were 3 bodes there, torn to bits, but 2 other marines were missing.
About:
Evil Reincarnated is a FPS horror game. Players will be Thomas Jakob, a marine stranded on Europa in the U.N.S.A. main Headquarters. The player will have to fight to survive, and find allies that somehow were resistant to the attack. They do play a crutral part in the game, and if the player kills them, well its gona be harder.
It was orangaialy going to be for UT2004, but since UT3 drawing near and that i got most of the drawings/ideas done I moved it to UT3. But I will need a crew. This is all my idea, so I guess that makes me the head/leader. If this mod goes well, I could pobely make it into a full fledge game with even more stuff.
If you would like to be a part of Jagged Edge sign up on my forum and post here : http://unrealdoom.iwannaforum.com/viewtopic.php?t=4
That looks like a pretty big project you have on your hands there. The plot setup sounds like a cross between Unreal and Doom right?
It's seems with the advent of UT3's more in depth SP mode a trend has started with more and more modders shooting for more single player style mods with real story lines, fleshed out characters and all that good stuff.
While I'm not looking to join up as I'm also planning my own mod, I wouldn't mind offering my services when I can. I think that we modders need to stick together and help each other out instead of competing for resources all the time.
Lord Vipes
10-09-2007, 09:59 PM
you were wright, mix between doom and unreal, i might take out the Unreal part if i want this to become a real game. but yea id like your help, you good with modeling or redoing drawings?
Yeah I'm mainly a character modeler and I do concept art as well.
Lord Vipes
10-10-2007, 03:54 PM
mind doing some concept arts for me? and redoing the drawings i done?'
Ill make you a mod/admin so you can see the picts i done, and the discriptions of weapons/vechiles so you can draw them.
Simeon
10-10-2007, 04:05 PM
Quite an ambitious plan but what do you bring to the table? Dreaming about a fully fledged game is easy but programmers/modellers/artists generally aren't interested in the ideas: all the cool ideas will need to be implemented and the bigger the idea, the more time it'll take. And if the project comes to a halt at some point in the development, not everything can be re-used in other projects and in a sense, those things have been made for nothing. I'm not trying to discourage you but developing a total conversion doesn't happen overnight; it can be a difficult process and lots of them don't end succesfully.
Lord Vipes
10-10-2007, 04:26 PM
What Im going to do:
Music
Sound
Storyline
Gametypes Design
Character Design
Demon Design
Bosses Design
Weapons Design
Vehicles Design
Edit: ERTeam is now renamed Jagged Edge. Jagged Edge (http://www.freewebs.com/jaggededgesoftware/) webpage is located here. I cant add anything but pages, since Firefox is giving me problems with "add paragraph" button on the page editor
Sure I could do some concept art for you. I'm mainly good at Character designs, environments and vehicles. I'm not too good at weapon designs especially guns but we'll see. I'll post some samples of my work over on your forum.
Simeon has a very important point there. A TC mod like takes a takes a lot of planning and pre-production work and as mod leader you have to show that you know what you are doing and are able to get the basic idea together and working(in some form or the other) before you start recruiting a big team. I know
The mod project I'm working on in not a big as yours but I have be planning the design and testing prototypes for about a year now. During this time I was to tackle some problems that I may encounter during development and discovered some new ones that could have caused some serious problems if they had popped up later down the road. As a result I decided to move the project over to UT3 for the obvious advantages it has over Unreal engine 2.
Lord Vipes
10-11-2007, 04:47 PM
The website is up and located here: http://www.freewebs.com/jaggededgesoftware/ Its pretty simple tho.
Lord Vipes
10-23-2007, 12:31 AM
^BUMP^
C'mon people, I really need members!
Caravaggio
10-23-2007, 07:23 AM
I'll be honest here. Looking at your weapons list this looks more like a doom mod than just "like doom", with a quick stop over at city 17 for the gravity gun. And the whole thing about the power/doors switching on and off at the whim of the plot is kind of b-movie too.
Are your drawings on the site somewhere? That would help a lot. Also some links to any music or maps you've already done would help.
Lord Vipes
10-23-2007, 04:18 PM
I'll be honest here. Looking at your weapons list this looks more like a doom mod than just "like doom", with a quick stop over at city 17 for the gravity gun. And the whole thing about the power/doors switching on and off at the whim of the plot is kind of b-movie too.
Are your drawings on the site somewhere? That would help a lot. Also some links to any music or maps you've already done would help.
1. No the weapons will have surprises, like the chainsaw for instance: Primary fire, Slash. Secondary Fire: middle chain raps around opponent like a wip, constricts them and brings the opponent to the other two chains to rip him to shreads.
2. No nothing like doom. And if i recall Doom did not have a flame thrower, a dark matter gun, and a flashbang gernade. I mean a lot of games/mods have demons and zombies... And yea this was orangly gona be a doom conversion if you look In i think beta relices in UT2004, but its nothing like that now. And Im thinking that players should only be people, like marines in multiplayer instead of what i oragnaly thought, palyesrs could play as demons, zombies, and marines. And what is city 17? never hurd of it...
3. No B Movie, i just did not have a lot of time on my hands, and i wanted to change it from what it oragnaly was, with Liarndri if i ever wanted to publish this game, and to take it out of the UT series somewhat if you catch my drift.
4. The songs can be downloaded here: http://files.filefront.com/ER+Songszip/;8864071;/fileinfo.html
Me and a friend made ER-Menu
5. The weapons, are being redone, so no drawings yet. But I can supply you with a Vechile drawing!
http://forums.beyondunreal.com/attachment.php?attachmentid=100744&d=1193101035
yea i know i suck at drawing...
Lord Vipes
10-24-2007, 06:25 PM
^BUMP^
Most weapons have been redone, just a few more, any suggestions?
Lord Vipes
10-25-2007, 11:37 PM
^BUMP^
I will only tell detail of some weapons
Ionized Plasma Levitator (aka The Grabber):
The primary fire allows the users to throw objects at enemies, like a grenade that the opponent fired, or a rocket. also throws back fireballs from demons. And you can almost throw anything that you see lieing around too. The secondary fire raps a "bubble like" shield around the user, protecting the user from damage.
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Double Barrel Shotgun:
Has 2 barrels (of course) that when fired they go back into the gun. Primary fire shoots both at once. Secondary Fire shoots one at a time, until clip is depleted or button is released. Barrels do not shoot at same time.
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Chainsaw:
This Chainsaw has 3 blades. The Middle one grabs opponents when secondary fire is hit and reels them in to the other blades to chop them up. The outside ones are the ones that actually spin.
Lord Vipes
10-27-2007, 12:09 AM
^BUMP^
These are some of the vehicles for the humans:
Skimmer
Class: Hover, Human
Description: It is designed to get troops to places fast. It has a minigun, and little defense, but it makes it up for speed, and a cloaking device.
---------------------------------
Hawkin
Class: Aircraft, Human
Description: It is desingend for troop support, and sometimes offense. Pilot uses the minigun and can open and close the passenger bay doors. Co-Pilot can use the rocket salvos that are on each wing. The passengers can jump out of the Hawkin when it is in the air, and the passenger bay doors are open. When they do, they automatically get parachutes, and hitting the primary fire button opens them, hit again to release the parachutes. An ally or an enemy can shoot the parachute and cause the player to plumit to his/her doom.
---------------------------------
Comondo:
Class: Hover Tank, Human
Description: The Comondo, is desined for offense/defense role. The driver controls the cannon, while the gunner controls the turret.
Lord Vipes
10-28-2007, 04:56 PM
^BUMP^
All weapon info has been completed thanks to me and Zèèg.
Lord Vipes
10-28-2007, 11:52 PM
UPDATE AS OF 10/28/07
SoundLibrary: 99.99% Completed
Music: 100% Completed
Weapon Info: 100% Completed
Demon Info: 100% Completed
Vechile Info: 50% Completed
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